Abstract
With the application and development of China’s STEAM education field, a STEAM education model that is more suitable for Chinese students should be proposed. In order to optimize students’ learning experience and quality which is based on the characteristics of students’ learning and thinking. By comprehensively considering the combination of new technology and service design thinking system, we have constructed a set of STEAM education curriculum system based on AR technology and spatial experience. This research aims to explore the new model and form of STEAM education in the future. The results of this study can be reference for as the new model of STEAM education.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Lu, S.: Research on STEAM course teaching strategy under PBL teaching mode. China Educ. Inf. 18(4), 35–36 (2017)
Lu, S.: Research on STEAM course teaching strategy under PBL teaching mode. China Educ. Inf. 18(4), 36–37 (2017)
Cheng, H.W., Ting, Y.W.: E-learning platform of STEAM aesthetic course materials based on user experience. In: 2018 1st International Cognitive Cities Conference (IC3), vol. 18, no. 4, pp. 123–125 (2018)
Huang, S.S.: Talking about the application of AR technology in interactive design. Popular Lit. Art Des. 89
Li, C., Zheng, X.: Research on the space model of STEAM classroom in middle school facing the future. Educ. Arch. Plan. 17(347), 74–75 (2020)
Meng, H.: Research on maker space construction and service of children’s public library. Inner Mongolia Sci. Technol. Econ. 4(446), 111 (2020)
Sun, L.: The basic mechanism of user experience formation and its design application. Pack. Eng. 35(10), 30–31 (2014)
Liu, S., Liu, M.l.: Carry out cooperative learning and improve learning efficiency. Hua Zhang (10), 254 (2012)
Yuan, L., Zheng, K.l., Zhang, Z.: STEAM education: problems and reflections. Open Educ. Res. (6), 51 (2020)
Liang, F.M., Wang, Y.W., Zheng, H.Y., Huang, C.L., Long, X.T.: The status quo of STEAM education abroad and its enlightenment research on teaching strategy of STEAM course under L S Q PBL teaching mode
Wei, S., Yan, D.: Promoting interdisciplinary learning production learning_Do_ellipse_type PBL and project-type PBL integrated perspective. J. Dist. Educ. 2, 81–89 (2019)
Morville, P.: User experience design [EB/OL]. http://se-manticstudios.com/publications/semantics/000029.php. Accessed 09 Mar 2009
Shackel, B.: Usability: context, framework, definition, design and evaluation. Interact. Comput. 21–23 (1991)
Li, L.J.: Using senses and imagination to expand children’s experience. Hesen Art Child. Educ. Spec. Issue 35, 6–7 (2011)
Yang, K.Y., Wang, W.W.: Research and analysis on the development of user experience design in my country. Design 33(13), 117–119 (2020)
Hua, Z.X.: Research on STEAM practical teaching project supported by somatosensory technology. 9X.2019.04
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Cai, H., Ouyang, B., Liu, D., Li, B., Li, C., He, Z. (2021). STEAM Education Mode Based on New Technology and User Experience Design. In: Ahram, T.Z., Falcão, C.S. (eds) Advances in Usability, User Experience, Wearable and Assistive Technology. AHFE 2021. Lecture Notes in Networks and Systems, vol 275. Springer, Cham. https://doi.org/10.1007/978-3-030-80091-8_75
Download citation
DOI: https://doi.org/10.1007/978-3-030-80091-8_75
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-80090-1
Online ISBN: 978-3-030-80091-8
eBook Packages: EngineeringEngineering (R0)